Creates a Safety Wall effect in 1 cell. The effect will protect anyone standing on that cell from 1+SkillLV Physical attacks. The attacks do not have to hit to count against the total number of protected hits. Multiple Safety Walls do not stack on one cell.Skills from monsters closer than 4 cells are considered as melee attacks.

Returns a dead character to life with the indicated percentage of HP restored (see list below). When used on Undead property monsters, it has a chance to instantly kill or at least damage in the same way as Turn Undead at the same level.

Gives the Impositio Manus effect to the target. This effect increases the targets minimum and maximum weapon ATK (even with bare hand) by 5*SkillLV.This means the damage is modified by Size and reduced by DEF (both Armor and VIT). Can be used on self.You can change weapons at any time during the effect of this spell without disrupting it. When a second instance is cast on a target, then it will replace the first instance.

Reduces Cast Time of the next spell cast by target (if started within the duration). Has no effect on a spell that is already being cast (will effect the next spell instead). The casting of a 0 Cast Time spell will use up the effect with no benefit.Cannot be cast on self. When a second instance is cast on a target, then it will replace the first instance.

Aspersio changes your own or an Allies weapon property to Holy. Changing or removing the weapon will cancel the effect prematurely. When a second weapon enchanting spell effect (from Enchant Poison or Aspersio currently) is cast on a target, then it will replace the first spell effect.Aspersio can also be used as a weak attack. Using shift-click, you can target an Undead property or Demon family monsters and inflict 40 points of Holy property damage that ignores all defenses. Against other kinds of monsters, it does no damage, but consumes the Holy Water and SP anyway.

This skill changes the elemental property of all characters in a 3x3 area around the targeted cell to Holy1.It also does an amount of Holy damage equal to half the power of a Heal of the same Skill Level to Undead property and Demon family monsters in the area of effect.It requires one Priest, Acolyte or Monk in the cells on the right and left side of the caster to work (yes, that means the caster and 2 extra characters).

Creates a 5x5 area sanctuary effect around the targeted cell. Characters and non-undead/demon monsters within the sanctuary are healed (see amount below) once a second unless at Maximum HP.Undead property and Demon family monsters take Holy property damage equal to half the sanctuary's heal, rounded down and are knocked back out of the effect each time. The maximum number of valid healing targets is equal to 6+2*SkillLV, the maximum number of valid damage targets is equal to 3+SkillLV.The spell affecting one player or monster once is counted as 1 target. If it affects a player or monster more than once, then it will count as a valid target more than once. If the maximum number of valid targets is exceeded, the spell will come to an end prematurely.Valid targets are determined by the following priority:1/ Player with Current HP less than Maximum HP.2/ Non-Undead property/Demon family monsters with Current HP less than Maximum HP.3/ Undead property and Demon family monsters.Multiple Sanctuaries can be stacked on each other and as long as the maximum number of valid targets is not exceeded, each will last to their full duration.Note: Sanctuary is the one of the two only means of healing the Emperium in the War of Emperium battles. While it is a skill that is by no means essential to have in a War of Emperium priest, have one or more priests with a high level of the skill in a guild could be very useful.

Other Notes

Skill ignores target's defense

Spell effects do not overlap

Only cells with a shootable path will be placed

Level

Description

1

100 HP, 50 Damage

2

200 HP, 100 Damage

3

300 HP, 150 Damage

4

400 HP, 200 Damage

5

500 HP, 250 Damage

6

600 HP, 300 Damage

7

777 HP, 388 Damage

8

777 HP, 388 Damage

9

777 HP, 388 Damage

10

777 HP, 388 Damage

Slow Poison(Skill ID# 71)

Type

Active

Max Lv

4

Attack Type

Magic

SP Cost

4 + 2*SkillLV

Target

Player

Range

9 cells

Stay Duration

Min-Max Lv: 10 / 20 / 30 / 40 sec

Effect

Stops damage from a Poison effect and allows you to recover HP/SP normally. However, does not actually cancel the Poison effect, so the DEF reduction effect is still a problem.

Creates a Kyrie Eleison effect on the target character. This effect will block MaxHPofTarget*(10+2*SkillLV)% damage OR (5+SkillLV/2) hits, whichever is reached first.Damage in excess of the amount blocked will transfer through and count as a hit of lowered damage. Hits are only assessed when a blow would normally land and not for every swing by a monster (despite showing an "Auto Guard" graphic with every swing for the effected player and a miss for every other player).Any Magic attack will do full damage to the affected target, while still counting against the maximum damage and number of hits of Kyrie Eleison. Casting Holy Light or Assumptio on someone with this effect will cancel it entirely. When a second instance is cast on a target, then it will replace the first instance.

Increases the natural HP and natural SP recovery speed to 200% for all affected party members. This does not affect the Increase Recuperative and Spiritual Power skills. When a second instance is cast, then it will replace the first instance on any affected targets.

This skill has a chance of inflicting the Silence status on the selected target. Does not work against Boss monsters. The chance is equal to 100 - (TargetVIT + TargetLUK/8) + INT/15 %.Casting this spell on a target that is already silenced will remove the silence status.

This skill only works on Undead property monsters, although it will cast on other types of monsters. Has a [(20*SkillLV) + LUK + INT + BaseLV + (1 - TargetHP/TargetMaxHP)*200]/1000 % (with a max 70%) chance to do holy damage equal to current HP on an Undead property monster.On failure, an Undead property monster will take Holy property damage equal to [BaseLV + INT + 10*SkillLV]. Does not work against Boss monsters.

Calls down a Grand Cross in a 7x7 area around the targeted cell. Any Demon family and Undead property monsters entering the area of the effect suffer Holy property damage of MATK*SkillLV per wave. Waves occur approximately every 3 seconds and each wave appears to hit SkillLV times.Therefore, there is a certain maximum number of waves than any one monster can be affected during the duration of the spell (there will be less waves if the monster enters late or is knocked back out for any reason).As it creates an effect on the ground, Magnus Exorcismus cannot stack with other ground effect skills (e.g. Pneuma and Safety Wall).

Other Notes

Spell effects do not overlap

Only cells with a shootable path will be placed

Removed if hit by Fire Rain skill

Level

Description

1

1 Hits

2

2 Hits

3

3 Hits

4

4 Hits

5

5 Hits

6

6 Hits

7

7 Hits

8

8 Hits

9

9 Hits

10

10 Hits

Redemptio[Quest Skill](Skill ID# 1014)

Type

Supportive

Max Lv

1

Attack Type

Holy Property, Magic

SP Cost

400

Target

Self

Area

29 x 29 cells

Cast Time

[Pre-Renewal: 4 sec] [Renewal: 3.2 sec]

Fixed Cast Time

0.8 sec (Renewal only)

Effect

Kill yourself (and receive EXP penalty), but revive all other dead party members near you.All revived players will have recovered 50% of their HP. The more party members you revive, the less EXP penalty you get.Casting time is 4 seconds, and this skill ignores DEX for casting time reduction. Will not work if your current EXP is below 1%.Editor's Note: I speculate the EXP loss to be (1-Resurrected Members)*0.01%